#526 [↑][↓] 01-07-2015 15:45:13

domifrance
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Graphiquement c'est magnifique aussi bien au niveau de autos que circuits avec une "claque" pour la restitution des pistes sous la pluie w00t ...... par contre moi je suis déçu de ne pas avoir (cause licences certainement) de plateau complet restituant des disciplines réelles sad comme on avait sous rFactor.

A noter l'absence de 2 marques prestigieuses .... Ferrari (qui semble n'avoir accordé la licence qu'à Asseto Corsa) et Porsche (qui semble ne vouloir attribuer de licence à personne merlot) sauf celles du préparateur RUF.


Dommage, dommage pour l'instant ..... "wait and see" pour l'avenir.

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#527 [↑][↓] 01-07-2015 18:42:54

GUIBRU
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

jpette78 a Ă©crit :

d'accord je ne m'en doutais pas...
en tt cas superbe photos smile vous avez seulement sweet fx? o.O

J'ai effectivement Sweetfx depuis longtemps (plus de 2 ans) au début version 1.5.1, puis la version X64 et enfin 2.0 béta actuellement.

J'ai bien entendu essayer Reshade, mais je l'est supprimer il n'apporte pas plus que sweetfx ( dans Pcars bien Ă©videment).

Merci et bon pilotage !

@+
Guillaume

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#528 [↑][↓] 01-07-2015 19:18:15

GUIBRU
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

domifrance a Ă©crit :

Graphiquement c'est magnifique aussi bien au niveau de autos que circuits avec une "claque" pour la restitution des pistes sous la pluie w00t ...... par contre moi je suis déçu de ne pas avoir (cause licences certainement) de plateau complet restituant des disciplines réelles sad comme on avait sous rFactor.

A noter l'absence de 2 marques prestigieuses .... Ferrari (qui semble n'avoir accordé la licence qu'à Asseto Corsa) et Porsche (qui semble ne vouloir attribuer de licence à personne merlot) sauf celles du préparateur RUF.


Dommage, dommage pour l'instant ..... "wait and see" pour l'avenir.

Bonjour Domi,

Sache que c'était bien une volonté de Slighty Mad Studio de recréer des championnats avec un plateau de constructeurs restituant des disciplines réelles.

Malheureusement comme tu l'as devinĂ© faute de licences ils n'ont pu les avoir, d'autant plus qu'il faut aussi bien comprendre qu'une licence s'accompagne de clauses particuliĂšres.   

En effet par exemple vous pouvez avoir la licence (ex : Mercedes) mais ne pas avoir l'autorisation de recréer les véritables livrées, ou simplement quelques-unes.

Autre exemple pour la McLaren MP4 12C GT3 seule les livrĂ©es de 2012 ont Ă©tĂ© autorisĂ©s. Pourquoi ???? 

Les caractĂ©ristiques et donnĂ©es physiques et techniques de chaque vĂ©hicule de la marque font Ă©galement partie de ces clauses. En l’occurrence Slighty MAD Studio les Ă  toutes eut Ă  dĂ©faut des autres.

Sinon pour Ferrari c'est trÚs simple, Andy Garton le responsable du développement l'avait dit a l'époque (2012), il voulait se démarquer des autres simulations de courses, donc Ferrari n'était pas prévu.

Pour Porche c'est tout autre chose car c'est EA Games qui est le seul détenteur de la licence Porsche, et qui plus est fait payer fort cher les autres franchises qui veulent avoir cette marque. Bon aprÚs à voir ce qui ils en font...ce n'est pas terrible sad

Oui dommage !

@+
Guillaume

DerniĂšre modification par GUIBRU (02-07-2015 09:59:54)

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#529 [↑][↓] 01-07-2015 20:46:24

domifrance
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Merci Guillaume pour ces précisions sur les licences wink , je ne connaissais pas tous ces détails.

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#530 [↑][↓] 07-08-2015 22:57:05

gpestel
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

AprĂšs Project Cars...

Flash required

mad2_gif

G.


i9-9900k - 32go@3400 - 2080Ti - W10

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#531 [↑][↓] 08-08-2015 11:25:08

Theskyline35
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

gpestel a Ă©crit :

AprĂšs Project Cars...

mpAZOyaA1Cs

mad2_gif

G.

:grande inspiration:

Sinon Pcars j'ai décroché, mon jeu crash à chaque chargement quasiment, j'en ai ras le bol de ces développeurs incompétent !


[img align=c]http://i.imgur.com/J4moBeq.jpg?2[/img]
I5 3570K (4.2GhZ) / R9 280 3Go / Windows 7 x64 / 8go de RAM

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#532 [↑][↓] 01-09-2015 02:50:19

jpette78
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

un peu Ă  la bourre.. mais mieux vaut tard que jamais....
Project CARS – PC Patch 3.0 – Release Notes

LEADERBOARDS RESET
Please be aware that, as a result of the enhanced cut-track detection system included in Patch 3.0, all Time Trial leaderboards will be reset over the course of the next 12 hours. This is to clear out leaderboard times that were set under the old cut-track detection system where players could get away with driving off-track and gain time by doing so. The new system is far fairer and much more accurate. By resetting the leaderboards we remove all these 'contaminated' records and ensure that everyone has a fair shot at setting true and accurate Time Trial leaderboard entries.


New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.

Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.

Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’

Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
- Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
- In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
- The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
- Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
- Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.

Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.

Cut Track / Off Track System
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.

Career
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
- GT3: Bentley Continental GT3
- LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.

Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.

GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.

Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.

Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

Fixed:
* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.

Vehicles
* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.

Tracks
* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.

Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.

General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* Added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* Fixed an issue with Real-time weather not working.

Dedicated Server
* Dedicated servers are now joinable from the Multiplayer Browser, even when nobody is playing on the servers.
* The ping icon on the Multiplayer Browser now also shows the type of the session:
- The standard "signal strength" icon - peer to peer session
- A server icon - dedicated server session controlled by players. If the server is empty, the first player to join becomes the session's host and can control the server.
- A server icon with a lock - dedicated server session controlled by the server. The game's settings are fully controlled by the server. This can be fixed settings shown in the browser, or scripted in a more complex way via the server's API.

The browser filter does not apply to empty servers yet, so all empty available servers will show at the end of the list. Filtering will be implemented in a future patch.

For more detailed information about DS changes and its API updates, see http://forum.projectcarsgame.com/sho...l=1#post925930


Amoureux du VFR/IFR sur petits coucous
Pilote sur A32F

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#533 [↑][↓] 01-09-2015 08:31:44

GUIBRU
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

C'est plus du retard Ă  ce niveau-lĂ ... 3 semaines plus tard !

Maux vieux tard que jamais. laugh

@+
Guillaume

DerniĂšre modification par GUIBRU (01-09-2015 08:37:20)

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#534 [↑][↓] 09-09-2015 18:09:57

leinad
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Bonjour ,
il y a 2ou 3 ans, j'ai participĂ© financiĂšrement au projet....don paypal de 25€.
je reçois aujourd'hui, de la part de "Slighty MAD Studio" un remboursement de 27€ sur mon compte paypal ???????????
est ce que d'autres personnes sont dans mon cas ?
impossible de les joindre par téléphone , un mail me répond d'aller sur le site mais depuis le temps, mon login+password est oublié !
merci
Daniel

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#535 [↑][↓] 09-09-2015 18:43:16

Cnarfou
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

J'avais de mĂȘme pris le pack Junior Ă  10€ je crois, je n'ai pas achetĂ© la version finale du jeu et je viens de recevoir 11€ sur PayPal.

Il faut savoir aussi que si l'on n'achetait pas la version finale il n'était plus possible d'y jouer mais c'est une agréable surprise big_smile


279450.png

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#536 [↑][↓] 10-09-2015 14:21:05

Jujug
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

SMS Ă  annoncĂ© il y a dĂ©jĂ  2 mois qu'ils allaient reverser en septembre les intĂ©rĂȘts aux personnes ayant participĂ© au financement du jeu, ceci s’élĂšvent pour l'instant Ă  100% de l'investissement + 10% de bonus grĂące au succĂšs du jeu.

Un prochain versement doit ĂȘtre fait aux "investisseurs" dans 3 mois. Les versements doivent durer 3 ans normalement.

L'annonce des versements (en anglais) :

http://forum.wmdportal.com/showthread.p 
 D-payments

Rappel des "pack" de l'Ă©poque, le pack Senior Manager Ă©tait Ă  1500€ je crois...

Ceux qui avait un compte senior à 250€ ont reçu 275€, un compte full member à 45€ ont reçu 49,50€, team member à 25€ ont reçu 27,50€ et junior 11€ pour 10€.

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DerniĂšre modification par Jujug (30-09-2015 11:25:43)


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#537 [↑][↓] 11-09-2015 15:23:40

Jujug
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Project Cars en promo Ă  -40% sur Steam :

http://store.steampowered.com/app/234630


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#538 [↑][↓] 30-09-2015 11:18:11

Jujug
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Nouveau DLC : Aston Martin Track Expansion

À propos de ce contenu

Aston Martin DBR1 1959
Conçue par Ted Cutting et dotée d'un moteur à 6 cylindres d'Aston Martin 2943cc, la DBR1 est la premiÚre Aston Martin à remporter les 24 H du Mans.

Aston Martin DBR1-2 2009
Construite selon les rĂšgles des prototypes de classe LMP1, la DBR1-2 est une voiture de course fermĂ© avec le moteur V12 de 6 litres Ă©prouvĂ© de la marque. La DBR1-2 a brillĂ© aux 24 H du Mans, mais a aussi permit Ă  son Ă©quipe de remporter le championnat du Mans avec des as du pilotage comme Darren Turner, Stefan MĂŒcke et Tomas Enge.

Aston Martin Vantage GTE 2014
La Vantage GTE a remporté d'innombrables poles positions, victoires et meilleurs tours dans le monde entier, et au cours de courses incontournables comme les 24 H du Mans et les 12 Heures de Sebring.

L'Aston Martin Vantage GTE et la DBR 1-2 peuvent ĂȘtre utilisĂ©es en mode carriĂšre avec des contrats neufs qui augmentent vos possibilitĂ©s, tandis que trois nouveaux Ă©vĂ©nements avec invitation vous mĂšnent dans le dĂ©sert de Mojave.

http://store.steampowered.com/app/334781/


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#539 [↑][↓] 28-11-2015 10:13:40

Avroliner
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

L'info ne semble pas ĂȘtre arrivĂ©e jusqu'ici.

Le Japanese Car Pack est dispo depuis fin octobre:

Japanese Car Pack featuring two amazing Mitsubishi machines, 2014 Toyota Le Mans hybrid, the 2012 Toyota GT86/Toyota 86, and the latest Rocket Bunny Editions of both the Toyota GT-86 and Scion FR-S.

Flash required

Ainsi que le Classic Lotus Track Expansion:

the Classic Lotus Track Expansion featuring four historic Classic Team Lotus cars and three historic locations to drive them on, along with Feature Update 6.0 that includes a number of new features, fixes, balance changes, and enhancements.

Flash required

Avro

DerniĂšre modification par Avroliner (28-11-2015 10:14:13)


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#540 [↑][↓] 10-12-2015 16:08:12

Avroliner
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

DLC de la marque au losange en approche:

http://www.renaultsport.com/Renault-Sport-Car-Pack-coming-soon-on-Project-Cars-video-game.html


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#541 [↑][↓] 10-12-2015 17:19:40

Theskyline35
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

J'aimerai beaucoup voir tout ça sur Assetto Corsa, Pcars j'y arrive pas, la physique est étrange, les bug sont légion, c'est dommage wacko


[img align=c]http://i.imgur.com/J4moBeq.jpg?2[/img]
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#542 [↑][↓] 10-12-2015 23:26:10

GUIBRU
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Ce qui est dommage c'est que votre installation doit ĂȘtre foireuse, aucuns bugs rencontrĂ©s et un comportement routier de mieux en mieux. wink

@+
Guillaume

DerniĂšre modification par GUIBRU (10-12-2015 23:26:48)

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#543 [↑][↓] 03-08-2016 14:27:18

speedbird
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Salut Ă  tous,

J'exhume le topic , pour une petite question

Project cars est en promo sur le playstation store, j'envisage l'achat, sachant que je n'ai ni volant ni pĂ©daliers, le soft est t'il tout de mĂȘme jouable avec le seul Pad PS4 ? je lis en effet tout et son contraire sur le net Ă  ce sujet

Merci par avance pour vos réponses

DerniĂšre modification par speedbird (03-08-2016 20:34:15)


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"If you can walk away from a landing, it's a good landing. If you use the airplane the next day, it's an outstanding landing." - Chuck Yeager

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#544 [↑][↓] 04-08-2016 03:52:14

Orezza
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Bonsoir Speedbird, en voilà une question qui déclencherai à coup sûr des réactions enflammées sur les forums spécialisés de nos pilotes en herbe! laugh
Bien Ă©videmment rien de tout cela chez nous (et heureusement), je vais donc te donner mon avis! wink

Donc pour moi la réponse est oui, PCars (et tous les autres simulateurs du marché, en passant..), sont parfaitement jouables à la manette. Bien sûr les sensations seront différentes, tu dois t'en douter sinon tu ne poserai pas cette question.. Différente dans le sens bien moins immersive, car il est logique qu'un bon volant à retour de force est le meilleur accessoire et le plus logique à utiliser pour profiter au mieux des simus de ce genre..

Dans mon cas précis, j'effectue mes tours de piste sur PCars et Assetto Corsa sur PC aprÚs y avoir branché mon G25, qui se fait vieux, mais qui me permet d'avoir un contrÎle précis sur les véhicules, et l'emploi de l'embrayage et du passage de vitesse en course est un vrai défi, moi qui suis plutÎt habitué aux boßtes séquentielles!
Maintenant, il m'arrive aussi de brancher uniquement ma manette Xbox, par exemple pour tester rapidement le dernier pack de voitures disponible sur Assetto ou lorsque je n'ai pas le temps de déballer mon volant.. Et cela reste parfaitement jouable, différent du volant, bien évidemment, mais jouable..

Un autre exemple, je possĂšde Ă©galement Forza 6 sur Xbox One, que je n'utilise qu'Ă  la manette, et pourtant les sensations sont bien lĂ , les gĂąchettes vibrantes amenant mĂȘme une dose d'immersion que l'on attendait pas..

Donc forcĂ©ment, dans ton cas, tu pourra utiliser PCars avec une manette DualShock sans problĂšme, je ne dis pas que tu ira taquiner les meilleurs pilotes Ă©quipĂ©s d'un T500 (avec pĂ©dalier et shifter Fanatec..) sur le tableau des meilleurs temps, mais tu pourra sans problĂšme apprĂ©cier les qualitĂ©s de ce simu, qui place la barre trĂšs haut en terme d’exhaustivitĂ©, de graphisme et de sentiment d'immersion!

Ce n'est que mon humble avis mais je tenais Ă  le partager! wink

Bons tours de piste Ă  toi wink

DerniĂšre modification par Orezza (04-08-2016 04:06:11)


Clément, 43 ans, de Bastia!

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#545 [↑][↓] 04-08-2016 11:00:51

speedbird
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Orezza (vive la la Castagniccia wink )

Un grand merci pour ta réponse précise j'en attendais pas tant !

Dans la mesure ou je ne joue qu'offline (afin d'Ă©viter de prendre 15 tours dans la vue) je n'aurai pas ce soucis laugh

Adepte inconditionnel de Forza, sur la 360, je pense que je vais trouver mon bonheur avec PCars sur PS4

Amichevuli


Ma config I7 6700,W7 64 Pro, 16 G Ram DDR4, SSD 250 G, 2 HDD 2 tera, CG moisie GTX 660

"If you can walk away from a landing, it's a good landing. If you use the airplane the next day, it's an outstanding landing." - Chuck Yeager

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#546 [↑][↓] 09-08-2016 04:09:08

Orezza
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Je t'en prie Frédéric, ça n'est que mon humble avis, et bien sûr n'hésites pas à me faire un retour sur ton ressenti pad en main!

Concernant Forza, je dĂ©couvre la sĂ©rie avec l'opus numĂ©ro 6, sur la One, et il est vrai que la rĂ©putation de cette simulation n'est pas usurpĂ©e, le jeu est trĂšs agrĂ©able graphiquement, surtout en cas de pluie, le maniement des vĂ©hicules (Ă  la manette) est prĂ©cis, mĂȘme exigeant sans aides Ă  la conduite, mais il reste tout de mĂȘme fun! Non vraiment je suis conquis, moi qui n'avait plus touchĂ© de jeu de courses sur console depuis Toca Race Driver 3 sur PS2, je vais suivre de prĂšs l'Ă©volution de la sĂ©rie Forza!

Sur un autre registre, oui, la région de la Castagniccia en Corse est effectivement un endroit magnifique, j'ai passé mon enfance au village de Piedicroce, non loin de l'usine de l'eau d'Orezza, d'ailleurs à l'époque le site était toujours à l'abandon, et l'on pouvait aller boire directement l'eau à la source! J'en garde d'excellents souvenirs!


Clément, 43 ans, de Bastia!

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#547 [↑][↓] 09-08-2016 08:35:29

speedbird
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Ah ah,

Je n'Ă©tait pas loin ! Talasani dans le canton de pero-Casevecchie

Que de souvenirs sur le tour de Corse, calé sur l'épingle d'albitreccia en attendant la Delat HF intégral d'auriol et de sainz !

lancia-hf-delta-integrale-16v-evolution-rally-car-on-the-tour-de-corse-BRB13E.20168993438.jpg

Bonne continuation Clément et à bientÎt sur le forum

Frédéric


Ma config I7 6700,W7 64 Pro, 16 G Ram DDR4, SSD 250 G, 2 HDD 2 tera, CG moisie GTX 660

"If you can walk away from a landing, it's a good landing. If you use the airplane the next day, it's an outstanding landing." - Chuck Yeager

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#548 [↑][↓] 09-02-2017 18:38:55

leinad
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Re : Project CARS - Versements des intĂ©rĂȘts effectuĂ©s !!

Hors sujet !!
Merci à Jujug pour ses explications sur l'argent que j'ai reçu !(vieux message...09/09/2015 !)
Quelques petits soucis ne m'avaient pas permis de le faire , je n'y ai plus pensé par la suite .
Encore dĂ©solĂ© et loin de moi le fait d'ĂȘtre impoli .
Cordialement
Daniel

DerniĂšre modification par leinad (09-02-2017 18:41:24)

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#549 [↑][↓] 20-02-2017 14:27:36

altec
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Sans retouche


985530TSRWatermark0454.jpg


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#550 [↑][↓] 20-03-2017 16:44:46

altec
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Amicalement


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